Gamer Question
People who like L5R: Why?
Why do you like a top-heavy, orientalist, highly westernized fantasy of Japan that is simultaneously less gameable and less interesting than the "real thing" (either a historical period or something based on Japanese myth.) Real Samurai had complicated lives of politics, betrayal, war, and power. Y'know, human issues. L5R Samurai seem to worry mostly about "taint" and "honor" and kill themselves all the damned time.
Not to mention that China and Korea are reduced to "the shadowlands" that are EVIL and full of "taint."
And please don't say it is the system. 'cause that is a whole nother rant.
(Clarification: I have no trouble believing that a lot of people like L5R. Just that twice today I have seen folks who I think of as rational, sane people, very hip to racial, cultural, and historical issues, praise the game. I'm really curious -- why? Am I missing something?)
Why do you like a top-heavy, orientalist, highly westernized fantasy of Japan that is simultaneously less gameable and less interesting than the "real thing" (either a historical period or something based on Japanese myth.) Real Samurai had complicated lives of politics, betrayal, war, and power. Y'know, human issues. L5R Samurai seem to worry mostly about "taint" and "honor" and kill themselves all the damned time.
Not to mention that China and Korea are reduced to "the shadowlands" that are EVIL and full of "taint."
And please don't say it is the system. 'cause that is a whole nother rant.
(Clarification: I have no trouble believing that a lot of people like L5R. Just that twice today I have seen folks who I think of as rational, sane people, very hip to racial, cultural, and historical issues, praise the game. I'm really curious -- why? Am I missing something?)
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L5R is uncomplicated; everyone has the same big issue and the story revolves around how that one issue affects every person differently. I imagine that an archetypal L5R story involves a tight-knit group of samurai who are pulled apart by their differing interpretations of honour.
Plus, everyone has a pretty, built-in colour scheme!
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But here's the breakdown:
- Simple good vs. evil concept (with some shades of grey)= mindless fun
- High fantasy elements (undead, magic, gods, etc.) = adolescent kick
- Setting where ALL the characters are asian, competant, and in positions of power, and there are characters who DON'T know martial arts(though there is a heavy focus)
- I can play an asian character and not have the assumption "Oh, it's just because you're asian"
But do I recognize many of the issues you speak of? Yes. And also, I really can't see myself playing with the folks who play the 2D samurai("Daily seppuku").
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I find your explanation pretty reasonable...
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--Ben
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The mechanics of raises seem silly to me. The fact that you have to take a raise before you roll means that there are breakpoints in difficulty -- for an XkY die pool, you will always want to take Z raises and no more.
Usually, Z = 0.
This sucks.
A cooler thing is to allow raises after the roll.
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--Ben
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(Anonymous) 2006-04-04 07:34 pm (UTC)(link)As to usually not making them? Also false. The dice pools on the current system make taking raises fairly easy, on top of a ton of static bonuses written into the system. My combat char can roll 9k4 on the attack, without spending void. This means on average I can easily take 2-4 raises on the attack, with reasonable chance of success.
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The fact of the matter is that, for a XkY die pool against difficult Z, there will be an ideal number of raises N. Always. The same. Number. This is mathematics -- the same thing is true of Power Attack and Expertise in d20, or any mechanic where you reduce your chances of success before the roll in order to improve the results after.
I think that's dull. I don't like it when a game penalizes me for trying something cool, or different, or out of the ordinary.
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(Anonymous) 2006-04-05 01:36 am (UTC)(link)no subject
Nothing.
Does something itch in my head about white people futzing around with Japanese lore and mixing and matching everything gaijin see as Asian?
Yeah, on some level it bugs me.
But on another level I want every damned myth, every culture, every religion, every text to be our playground.
Am I making sense, here, Ben?
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I can and do take my mythology from around the world. I guess it is just disappointing to me that L5R takes no Asian myths and stories at all. The samurai game that I want is about Japan, not about Europe's insecurities.
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--Ben
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You did lol me here.
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--Ben
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It's also a fascinating look at the way the West does see Japan...
Thomas
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It would be fascinating to look at the way that the West sees Japan if it wasn't so hard to find anything Asian at all in RPGs.
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--Ben
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Matt
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(Anonymous) 2006-04-04 07:37 pm (UTC)(link)no subject
Yeah, Sengoku would be great if I was interested in history. But I'm really interested in stories, myths, and legends.
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--Ben
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I think there would be one conflict per PC per season or something.
I just remember talking to one of my students about how each season has a part of nature to observe. Star-gazing in the winter, leaves in autumn, cherry-blossoms in spring...shit, I'm blanking on summer.
Anyway, it'd be neat to have a game built around those festivals.
Thassall.
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Sumemer makes me think of biting into a fresh tomato. That's not very Japanese! It might get you thinking, though.
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Regardless, I am excited at the prospect of a samurai game coming from such a high quality source.
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--Ben
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See, Tolkein made up Middle Earth because it bothered him that all the stories about England that that people had were (Mon Dieu!) French. So he made up stuff that used actual English lore and ran with it on his own.
L5R is closer to Le Morte D'Artur than Tolkein's works. It's another society making stuff up about an alien one, and getting no closer to understanding it.
It's like having an Alan Quatermain RPG, you know? Where everything takes place in a magical foreign land where the people are a different color and they're savage!
My issues with it (mechanics aside) are yours, Ben. Even assuming that you're not playing Mountain Witch because it does all that hippy stuff where you get to play a protagonist, there's still Sengoku (http://www.goldrushgames.com/sengoku.html) and GURPS Japan (http://www.sjgames.com/gurps/books/Japan/) which treat their subject matter with so much more respect. And I don't say that because of some sort of kneejerk multiculturalist attitude, either. I say that because the stuff is fucking interesting. The history's good, the fiction's good, the myth is good.
I'd really dig a game that took place in India with Upanishad goodness, but I'd be really disappointed if it had the level of research and respect shown in L5R.
You know what it's like? It's like the Hercules TV show.
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Upanishadic goodness..
I fear it may end up one of my "Great White Games", if I may borrow ben's phrase.
No Puraña?
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--Ben
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... but don't make it as long as the Upanishads. Make ways to model the stuff that's there. Give lots of examples for Russian Jews like me who have to stand waaaaay over here and look at cool stuff you've got.
I'll trade you one: a game I've been unable to really get rolling is a Bronze Age Middle East game, mostly taking place in Mesopotamia. Efritim in the desert, four-winged angels that blind you with their faces, tribal gods, strategic marriage, sorcery, and riches measured in children and sheep.
I've wanted to do a game that featured polygamy for a while and my current group isn't down with that in Dogs in the Vineyard, the wusses. So I'll have to write it on my own. N.B. the previous sentence does not make sense.
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--Ben
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I just think that the raw material is... less than good.
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--Ben
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After all, I am not the right person to write that. I detest it. Why should I write about something I detest? It will be unpleasant for me, and it will be less high-quality for the audience, because my detestation of the material will show through in the writing.
As I said in the initial post, I'm not surprised that the game exists, and is popular. I was just curious why people who were very keen to cultural issues (your "overeducated game designers") were also very fond of it, and I think I'm roughly got the answer to that question.
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--Ben
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2: You do have to keep the audience in mind. One of my favorite games is Unknown Armies, but it fails somewhat in this department. Its a wonderful game - if you're a veteran gamer with a good education and a healthy dose of cynicism. If you're not, you're likely to miss a lot of the irony and think the whole thing is just kind of dumb.
BTW, a while back you asked me why I disliked Indie games. Sorry about not getting back to you sooner. I don't like to talk about it, because A) I think the concept of indie games is cool and want to be supportive and B)Its a little hard to know why I don't usually like 'em. I just see the final product, not the process at work.
One problem is that they tend to be very short. $20 for 100 A5 pages is a tough sell. Often the ideas as well as the text is underdevoloped. Where are the character hooks, the plot ideas, the setting?
Indie games rarely support the style of play I perfer. I like more crunch. Not D&D level crunch but more than Kill Puppies.
Finally, the intended PCs and intended story have to be engaging. I don't but Starwars games because I don't like Starwars. I'm not going to play Cat cuz it just doesn't seem cool to me. I know plenty of people who would love Cat, but hey, its just nor for me.
So, yeah, those are my thoughts, take 'em for what their worth.
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(Note: By "amateur" I don't mean "makes no money," I just mean "primarily done for one's own amusement, rather than as a profession.")
As to your complaints about indie games: Well, there they are. The last two seem like perfectly okay things to base your buying decisions off of.
I am a little sad that they are not useful to me as a marketer, but that's my own account.
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--Ben
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You wrote: "Where are the character hooks, the plot ideas, the setting?"
The best settings are the ones I make with my players. Plot ideas and hooks, these are things I've never had trouble with coming up with on my own. I don't want to pay for 'em.
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